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	Moving classes from components/nifbullet into NifBullet namespace. Signed-off-by: Lukasz Gromanowski <lgromanowski@gmail.com>
		
			
				
	
	
		
			209 lines
		
	
	
	
		
			7.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			209 lines
		
	
	
	
		
			7.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#include "bullet_nif_loader.hpp"
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#include "..\nifogre\ogre_nif_loader.hpp"
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#include "..\bsa\bsa_archive.hpp"
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#include "..\nifogre\ogre_nif_loader.hpp"
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#include <Ogre.h>
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#include <OIS.h>
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#include <btBulletDynamicsCommon.h>
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#include <btBulletCollisionCommon.h>
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#include "BtOgrePG.h"
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#include "BtOgreGP.h"
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#include "BtOgreExtras.h"
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const char* mesh = "meshes\\x\\ex_hlaalu_b_24.nif";
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class MyMotionState : public btMotionState {
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public:
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    MyMotionState(const btTransform &initialpos, Ogre::SceneNode *node) {
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        mVisibleobj = node;
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        mPos1 = initialpos;
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        node->setPosition(initialpos.getOrigin().x(),initialpos.getOrigin().y(),initialpos.getOrigin().z());
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    }
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    virtual ~MyMotionState() {
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    }
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    void setNode(Ogre::SceneNode *node) {
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        mVisibleobj = node;
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    }
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    virtual void getWorldTransform(btTransform &worldTrans) const {
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        worldTrans = mPos1;
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    }
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    virtual void setWorldTransform(const btTransform &worldTrans) {
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        if(NULL == mVisibleobj) return; // silently return before we set a node
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        btQuaternion rot = worldTrans.getRotation();
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        mVisibleobj->setOrientation(rot.w(), rot.x(), rot.y(), rot.z());
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        btVector3 pos = worldTrans.getOrigin();
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        mVisibleobj->setPosition(pos.x(), pos.y(), pos.z());
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    }
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protected:
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    Ogre::SceneNode *mVisibleobj;
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    btTransform mPos1;
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};
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int main()
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{
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    try
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    {
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        //Ogre stuff
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        Ogre::Root* pRoot = new Ogre::Root();
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        pRoot->showConfigDialog();
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        BulletShapeManager* manag = new BulletShapeManager();
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        Ogre::RenderWindow* win = pRoot->initialise(true,"test");
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        Ogre::SceneManager* scmg = pRoot->createSceneManager(Ogre::ST_GENERIC,"MonGestionnaireDeScene");
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        Ogre::Camera* pCamera = scmg->createCamera("test");
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        Ogre::Viewport* pViewport = win->addViewport(pCamera);
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        pCamera->setPosition(-50,0,0);
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        pCamera->setFarClipDistance(10000);
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        pCamera->setNearClipDistance(1.);
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        pCamera->lookAt(0,0,0);
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        //Ogre::ResourceGroupManager::getSingleton().addResourceLocation("C++/OgreSK/media/models","FileSystem","General");
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        Ogre::ResourceGroupManager::getSingleton().addResourceLocation("","FileSystem","General");
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        /*Ogre::ResourceGroupManager::getSingleton().addResourceLocation("C++/OgreSK/media/materials/scripts","FileSystem","General");
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          Ogre::ResourceGroupManager::getSingleton().addResourceLocation("C++/OgreSK/media/materials/textures","FileSystem","General");
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          Ogre::ResourceGroupManager::getSingleton().addResourceLocation("C++/OgreSK/media/materials/programs","FileSystem","General");*/
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        //OIS stuff
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        OIS::ParamList pl;
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        size_t windowHnd = 0;
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        std::ostringstream windowHndStr;
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        win->getCustomAttribute("WINDOW", &windowHnd); 
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        windowHndStr << windowHnd;
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        pl.insert(std::make_pair(std::string("WINDOW"), windowHndStr.str()));
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        OIS::InputManager *pInputManager = OIS::InputManager::createInputSystem( pl );
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        OIS::Mouse *pMouse = static_cast<OIS::Mouse*>(pInputManager->createInputObject(OIS::OISMouse, false));
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        OIS::Keyboard* pKeyboard = static_cast<OIS::Keyboard*>(pInputManager->createInputObject(OIS::OISKeyboard, false));
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        unsigned int width, height, depth;
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        int top, left;
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        win->getMetrics(width, height, depth, left, top);
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        const OIS::MouseState &ms = pMouse->getMouseState();
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        ms.width = width;
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        ms.height = height;
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        //Ressources stuff
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        Bsa::addBSA("Morrowind.bsa");
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        //Ogre::ResourceGroupManager::getSingleton().createResourceGroup("general");
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        Ogre::ResourcePtr ptr = BulletShapeManager::getSingleton().getByName(mesh,"General");
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        NifBullet::ManualBulletShapeLoader* ShapeLoader = new NifBullet::ManualBulletShapeLoader();
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        ShapeLoader->load(mesh,"General");
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        //BulletShapeManager::getSingleton().unload(mesh);
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        //ShapeLoader->load(mesh,"General");
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        NIFLoader::load(mesh);
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        Ogre::ResourceGroupManager::getSingleton().initialiseAllResourceGroups();
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        //BulletShapeManager::getSingleton().
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        BulletShapePtr shape = BulletShapeManager::getSingleton().getByName(mesh,"General");
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        BulletShapeManager::getSingleton().load(mesh,"General");
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        BulletShapeManager::getSingleton().unload(mesh);
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        BulletShapeManager::getSingleton().load(mesh,"General");
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        BulletShapeManager::getSingleton().load(mesh,"General");
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        //shape->load();
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        //shape->unload();
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        //shape->load();
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        //Bullet init
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        btBroadphaseInterface* broadphase = new btDbvtBroadphase();
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        // Set up the collision configuration and dispatcher
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        btDefaultCollisionConfiguration* collisionConfiguration = new btDefaultCollisionConfiguration();
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        btCollisionDispatcher* dispatcher = new btCollisionDispatcher(collisionConfiguration);
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        // The actual physics solver
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        btSequentialImpulseConstraintSolver* solver = new btSequentialImpulseConstraintSolver;
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        // The world.
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        btDiscreteDynamicsWorld* dynamicsWorld = new btDiscreteDynamicsWorld(dispatcher,broadphase,solver,collisionConfiguration);
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        dynamicsWorld->setGravity(btVector3(0,-10,0));
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        //le sol?
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        Ogre::SceneNode *node = scmg->getRootSceneNode()->createChildSceneNode("node");
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        Ogre::Entity *ent = scmg->createEntity("Mesh1",mesh);
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        node->attachObject(ent);
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        MyMotionState* mst = new MyMotionState(btTransform::getIdentity(),node);
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        btRigidBody::btRigidBodyConstructionInfo groundRigidBodyCI(0,mst,shape->Shape,btVector3(0,0,0));
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        btRigidBody* groundRigidBody = new btRigidBody(groundRigidBodyCI);
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        dynamicsWorld->addRigidBody(groundRigidBody);
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        //une balle:
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        Ogre::SceneNode *node2 = scmg->getRootSceneNode()->createChildSceneNode("node2");
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        Ogre::Entity *ent2 = scmg->createEntity("Mesh2","ogrehead.mesh");
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        node2->attachObject(ent2);
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        node2->setPosition(0,500,0);
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        btTransform iT;
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        iT.setIdentity();
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        iT.setOrigin(btVector3(0,5000,0));
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        MyMotionState* mst2 = new MyMotionState(btTransform::getIdentity(),node2);
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        btSphereShape* sphereshape = new btSphereShape(10);
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        btRigidBody::btRigidBodyConstructionInfo sphereCI(10,mst2,sphereshape,btVector3(0,0,0));
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        btRigidBody* sphere = new btRigidBody(sphereCI);
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        dynamicsWorld->addRigidBody(sphere);
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        //btOgre!
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        BtOgre::DebugDrawer* mDebugDrawer = new BtOgre::DebugDrawer(scmg->getRootSceneNode(), dynamicsWorld);
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        dynamicsWorld->setDebugDrawer(mDebugDrawer);
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        Ogre::Timer timer;
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        timer.reset();
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        bool cont = true;
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        while(cont)
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        {
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            if(timer.getMilliseconds()>30)
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            {
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                pMouse->capture();
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                pKeyboard->capture();
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                Ogre::Vector3 a(0,0,0);
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                if(pKeyboard->isKeyDown(OIS::KC_UP))
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                {
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                    a = a + Ogre::Vector3(0,0,-20);
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                }
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                if(pKeyboard->isKeyDown(OIS::KC_DOWN))
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                {
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                    a = a + Ogre::Vector3(0,0,20);
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                }
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                if(pKeyboard->isKeyDown(OIS::KC_ESCAPE))
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                {
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                    cont = false;
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                }
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                OIS::MouseState MS = pMouse->getMouseState();
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                pCamera->yaw(-Ogre::Degree(MS.X.rel));
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                pCamera->pitch(-Ogre::Degree(MS.Y.rel));
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                pCamera->moveRelative(a);
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                pRoot->renderOneFrame();
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                mDebugDrawer->step();
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                timer.reset();
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                dynamicsWorld->stepSimulation(0.03);
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            }
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        }
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        std::cout << "cool";
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        delete manag;
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        delete pRoot;
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        char a;
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        std::cin >> a;
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    }
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    catch(Ogre::Exception& e)
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    {
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        std::cout << e.getFullDescription();
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        char a;
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        std::cin >> a;
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    }
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}
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